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Amalgoom: Mixing Doom and Doom 2 [Special announcement on page 8!]


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3 minutes ago, Grungo said:

Grungo from past, me not speak like modern man

Yeah but like actually why... it's kinda weird to pretend to be... a caveman... in a forum... :|?

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1 minute ago, 4Lolbits4 said:

Yeah but like actually why... it's kinda weird to pretend to be... a caveman... in a forum... :|?

It funny, leave him be funny caveguy

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Just now, 4Lolbits4 said:

Yeah but like actually why... it's kinda weird to pretend to be... a caveman... in a forum... :|?

Me no Pretend, me from past. What, you don't beilive grungo?

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Just now, DankMetal said:

It funny, leave him be funny caveguy

Nah, friend have every right to question me, after all, you don't see grungo types these days.

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1 minute ago, DankMetal said:

It funny, leave him be funny caveguy

I'm not attacking him for speaking like that... I just feel uncomfortable when I see someone talk like that... :(

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1 minute ago, 4Lolbits4 said:

I'm not attacking him for speaking like that... I just feel uncomfortable when I see someone talk like that... :(

Nah, i wasn't assuming you were atracking him, we're still joking around, buddy.

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1 minute ago, DankMetal said:

Nah, i wasn't assuming you were atracking him, we're still joking around, buddy.

I apologize if I sounded or came off rude, I'm very new to this forum and I still need to learn some things about it! -w-

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5 minutes ago, Hebonky said:

Right-o Map 02 has a inaccessible secret!

doom18.png.0e04d09a6c54b670cdf7b37855053d68.png

It's been fixed, forgot to remove the sector special when I made that little lip on the building. If I had seen this before it would have saved me a lot of time searching for it.

 

22 minutes ago, katherinecode said:

Congrats on the release lads! Did a quick run of MAP01 on UV and had a blast! The map has heavily improved since I last played it.

image.png.98cdc12d3cbff1fac5ab72c8c7bef783.png

Map01 was not heavily modified, just some details a long time ago. That one is 02, but it's techy underhalls. I was going to lower the ceiling a bit on the later stages of touching the map up but decided against it. Still hope people have fun playing it. Thanks for the input!

 

8 minutes ago, 4Lolbits4 said:

I apologize if I sounded or came off rude, I'm very new to this forum and I still need to learn some things about it! -w-

Seems like we have many newcomers here. That's actually a good thing. Hope you have fun and enjoy your stay.

Edited by DoomGappy

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11 minutes ago, DoomGappy said:

Map01 was not heavily modified, just some details a long time ago.[...]That one is 02, but it's techy underhalls

Ah, I see, haven't played in quite the bit hah. Of course! the 02 was a showcase that I completed 01 :) I'll be sure to play the rest of the wad when I can.

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FDAs for 1 2 3 10 if people want to watch. uses -dsdademo with 0.27.5

https://user.fm/files/v2-45a994c5a83c52f5bdf3cd2b5a18bb0f/ag_plumsfdas_01-02-03-10.zip

 

E1MAP10's normal exit is unreachable in Boom ports because the linedef in front of the teleporter is untagged. There's also an arachnotron that spawns in on the large square platforms that's too big for the area it spawns in, and the secret near the start has a switch to get out but you need a SR action if you want the switch to actually click (you can leave fine though, just a cosmetic thing).

 

Enjoying it so far though the maps are considerably larger than I was anticipating. Will write proper thoughts about it when I finish the episode.

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11 minutes ago, plums said:

FDAs for 1 2 3 10 if people want to watch. uses -dsdademo with 0.27.5

https://user.fm/files/v2-45a994c5a83c52f5bdf3cd2b5a18bb0f/ag_plumsfdas_01-02-03-10.zip

 

E1MAP10's normal exit is unreachable in Boom ports because the linedef in front of the teleporter is untagged. There's also an arachnotron that spawns in on the large square platforms that's too big for the area it spawns in, and the secret near the start has a switch to get out but you need a SR action if you want the switch to actually click (you can leave fine though, just a cosmetic thing).

 

Enjoying it so far though the maps are considerably larger than I was anticipating. Will write proper thoughts about it when I finish the episode.

I'll watch these tomorrow as soon as I wake up! Thanks for the demos!

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3 hours ago, plums said:

FDAs for 1 2 3 10 if people want to watch. uses -dsdademo with 0.27.5

https://user.fm/files/v2-45a994c5a83c52f5bdf3cd2b5a18bb0f/ag_plumsfdas_01-02-03-10.zip

 

E1MAP10's normal exit is unreachable in Boom ports because the linedef in front of the teleporter is untagged. There's also an arachnotron that spawns in on the large square platforms that's too big for the area it spawns in, and the secret near the start has a switch to get out but you need a SR action if you want the switch to actually click (you can leave fine though, just a cosmetic thing).

 

Enjoying it so far though the maps are considerably larger than I was anticipating. Will write proper thoughts about it when I finish the episode.

Hi! About map10:

  • I fixed bugged door in exit room.
  • Fixed bugged secret switch(cosmetic one) 
  • Made switches that lower the bridges(ruins area) in case the player fell, only accesible after the Box fight

Thanks for you demos! Glad you liked our maps. I presume updated shareware with fixed maps will come after DoomGappy wakes up

Edited by SpaceCat_2001

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1 hour ago, dmh094 said:

I’ll give this a run pretty soon!
 

Is an episode 2 on the table?? 

Hey, DMH! Good to see you here! Yes, we plan on having a full release soon. Most of the maps are already finished and we just need to playtest them extensively to see if any problems or bugs still remain. We'll start with this as soon as possible. Stay tuned!

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Look forward to playing it! :) pretty unique idea for a wad. Kinda like a episode of tribute maps 😄

Edited by dmh094

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5 minutes ago, dmh094 said:

Look forward to playing it! :) pretty unique idea for a wad. Kinda like a episode of tribute maps 😄

Fancy seeing you here, yeah having a tribute to two games at the same time, cant wait till we start production of episode 2

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3 minutes ago, dmh094 said:

Long time no talk spacecat! 
 

oh so, you still haven’t made the maps or anything?

Being busy with amalgoom and all. By production i meant active playtesting, graphic making and fixing of funny bugs, 80% of the maps of episode 2 are already made, but not touched upon by playetesters

Edited by SpaceCat_2001

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1 hour ago, dmh094 said:

Look forward to playing it! :) pretty unique idea for a wad. Kinda like a episode of tribute maps 😄

I posted a new version with reported bug on map10 and map02 fixed. Same download link on main post. 
 

8 hours ago, plums said:

FDAs for 1 2 3 10 if people want to watch. uses -dsdademo with 0.27.5

https://user.fm/files/v2-45a994c5a83c52f5bdf3cd2b5a18bb0f/ag_plumsfdas_01-02-03-10.zip

 

E1MAP10's normal exit is unreachable in Boom ports because the linedef in front of the teleporter is untagged. There's also an arachnotron that spawns in on the large square platforms that's too big for the area it spawns in, and the secret near the start has a switch to get out but you need a SR action if you want the switch to actually click (you can leave fine though, just a cosmetic thing).

 

Enjoying it so far though the maps are considerably larger than I was anticipating. Will write proper thoughts about it when I finish the episode.

I'm recording these to show the team and make comments if that's okay. Something weird happened with level 10, maybe the regular exit isn't working. Will check. 

Edited by DoomGappy

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1 hour ago, SpaceCat_2001 said:

Being busy with amalgoom and all. By production i meant active playtesting, graphic making and fixing of funny bugs, 80% of the maps of episode 2 are already made, but not touched upon by playetesters

Ahh right right. Gotcha.

 

I can play test if you like? 

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14 minutes ago, DoomGappy said:

I posted a new version with reported bug on map10 and map02 fixed. Same download link on main post. 
 

I'm recording these to show the team and make comments if that's okay. Something weird happened with level 10, maybe the regular exit isn't working. Will check. 

I’ll check it out :)

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Was the download link in the OP updated? I am replaying MAP01 and it still took me several attempts to get the secret in the corridor to register.

 

Also, I just noticed: at the bottom of the staircase in the light grey rock tunnel that leads to the chainsaw area, the room is brightly lit despite there being no visible lighting source. It is not a big deal, but it is a stark contrast with the rest of the tunnel and even the dark tech maze that it connects to.

 

One last thing: in MAP02, are the shotgunners in the waterfall area meant to be stuck in the wall as a homage to Doom II's Underhalls? Or did the mapper accidentally reproduce the same bug?

Edited by Rudolph

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48 minutes ago, Rudolph said:

One last thing: in MAP02, are the shotgunners in the waterfall area meant to be stuck in the wall as a homage to Doom II's Underhalls? Or did the mapper accidentally reproduce the same bug?

I can confirm that the shotgunners from map 2 are stuck as an homage, i was there when gappy was making map 02

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57 minutes ago, Rudolph said:

Was the download link in the OP updated? I am replaying MAP01 and it still took me several attempts to get the secret in the corridor to register.

 

Also, I just noticed: at the bottom of the staircase in the light grey rock tunnel that leads to the chainsaw area, the room is brightly lit despite there being no visible lighting source. It is not a big deal, but it is a stark contrast with the rest of the tunnel and even the dark tech maze that it connects to.

 

One last thing: in MAP02, are the shotgunners in the waterfall area meant to be stuck in the wall as a homage to Doom II's Underhalls? Or did the mapper accidentally reproduce the same bug?


Hey there, @Rudolph

We are waiting for more feedback on map 1 to decide whether or not it will remain in the project, since it was made by a member who is now no longer part of the team. 
As we have no intention of modifying or correcting his map, there is a high probability that it will be replaced by another map 1 made by @SpaceCat_2001 and @DankMetal.

The story of the stuck shotgunners is kinda funny. The original idea was to have just one, as in the original bugged map. 

However, at one point when I resized this area of the map, I also ended up stucking two other shotgunners that were supposed to be free. 
Since the sensation of blowing everyone up at the same time with the barrels is very satisfying, we opted to embrace the idea of making the bug even more buggy.

Also thank you for the feedback!

Edited by The Royal We

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1 hour ago, Rudolph said:

Was the download link in the OP updated? I am replaying MAP01 and it still took me several attempts to get the secret in the corridor to register.

 

Also, I just noticed: at the bottom of the staircase in the light grey rock tunnel that leads to the chainsaw area, the room is brightly lit despite there being no visible lighting source. It is not a big deal, but it is a stark contrast with the rest of the tunnel and even the dark tech maze that it connects to.

 

One last thing: in MAP02, are the shotgunners in the waterfall area meant to be stuck in the wall as a homage to Doom II's Underhalls? Or did the mapper accidentally reproduce the same bug?

@The Royal We has already talked more about that map, but it's the one who underwent the most drastic changes since its inception. It was still dealt with much care to keep the original intention intact, but it's very different from how it was. We opted to make it a much more fast paced and fun map that focused on the super shotgun and chaingun. It also turned out pretty big and open. It was internally dubbed as a "blockbuster map", as well as "GTA Doom" because of these reasons, but I think navigation turned out alright. We hope that you guys had fun playing it.

Map01, as mentioned, is still under evaluation. We thought the mapmaker deserved to listen to the feedback on his creation in full, be it good or bad. Sometimes harsh words are much needed for change, when soft ones don't work. We will decide what to do with that later, but we have gathered more than a few capable mappers to make as many e1m1 and map01 renditions as we need. I can't stress this enough: It's truly a great team.

Edited by DoomGappy

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Congrats on the release!! (sorry for being late)

 

 

Edited by URROVA

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